Add chapter 2.6
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159
src/main.rs
159
src/main.rs
@@ -1,20 +1,54 @@
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use components::*;
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use damage_system::DamageSystem;
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use map::*;
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use map_indexing_system::MapIndexingSystem;
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use melee_combat_system::MeleeCombatSystem;
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use monster_ai_system::*;
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use player::*;
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use rltk::{GameState, RGB};
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use rltk::{GameState, Point, RGB};
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use visibility_system::*;
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use specs::prelude::*;
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mod components;
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mod damage_system;
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mod map;
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mod map_indexing_system;
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mod melee_combat_system;
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mod monster_ai_system;
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mod player;
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mod rect;
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mod visibility_system;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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AwaitingInput,
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PreRun,
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PlayerTurn,
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MonsterTurn,
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}
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pub struct State {
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ecs: World,
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pub ecs: World,
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}
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impl State {
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fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
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vis.run_now(&self.ecs);
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let mut mob = MonsterAI {};
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mob.run_now(&self.ecs);
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let mut mapindex = MapIndexingSystem {};
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mapindex.run_now(&self.ecs);
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let mut meleesystem = MeleeCombatSystem {};
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meleesystem.run_now(&self.ecs);
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let mut damagesystem = DamageSystem {};
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damagesystem.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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@@ -23,17 +57,45 @@ impl GameState for State {
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fn tick(&mut self, ctx: &mut rltk::Rltk) {
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ctx.cls();
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player_input(self, ctx);
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self.run_systems();
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let mut newrunstate;
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{
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let runstate = self.ecs.fetch::<RunState>();
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newrunstate = *runstate;
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}
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let map = self.ecs.fetch::<Vec<TileType>>();
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draw_map(&map, ctx);
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match newrunstate {
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RunState::PreRun => {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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}
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RunState::AwaitingInput => newrunstate = player_input(self, ctx),
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RunState::PlayerTurn => {
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self.run_systems();
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newrunstate = RunState::MonsterTurn;
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}
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RunState::MonsterTurn => {
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self.run_systems();
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newrunstate = RunState::AwaitingInput;
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}
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}
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{
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let mut runwriter = self.ecs.write_resource::<RunState>();
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*runwriter = newrunstate;
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}
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damage_system::delete_the_dead(&mut self.ecs);
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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for (pos, render) in (&positions, &renderables).join() {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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}
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}
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@@ -47,21 +109,98 @@ fn main() -> rltk::BError {
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.build()?;
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let mut gs = State { ecs: World::new() };
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gs.ecs.insert(RunState::PreRun);
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.insert(new_map_rooms_and_corridors());
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Monster>();
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gs.ecs.register::<Name>();
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gs.ecs.register::<BlocksTile>();
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gs.ecs.register::<CombatStats>();
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gs.ecs.register::<WantsToMelee>();
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gs.ecs.register::<SufferDamage>();
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let map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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gs.ecs
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gs.ecs.insert(Point::new(player_x, player_y));
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let player_entity = gs
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.ecs
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.create_entity()
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.with(Position { x: 40, y: 25 })
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.with(Position {
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x: player_x,
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y: player_y,
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})
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Player {})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Name {
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name: "Player".to_string(),
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})
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.with(CombatStats {
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max_hp: 30,
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hp: 30,
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defense: 2,
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power: 5,
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})
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.build();
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gs.ecs.insert(player_entity);
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let mut rng = rltk::RandomNumberGenerator::new();
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for (i, room) in map.rooms.iter().skip(1).enumerate() {
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let (x, y) = room.center();
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let glyph: rltk::FontCharType;
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let roll = rng.roll_dice(1, 2);
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let name: String;
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match roll {
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1 => {
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glyph = rltk::to_cp437('g');
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name = "Goblin".to_string();
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}
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_ => {
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glyph = rltk::to_cp437('o');
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name = "Orc".to_string();
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}
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}
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gs.ecs
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.create_entity()
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.with(Position { x, y })
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.with(Renderable {
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glyph,
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: 8,
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dirty: true,
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})
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.with(Monster {})
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.with(Name {
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name: format!("{} #{}", &name, i),
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})
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.with(BlocksTile {})
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.with(CombatStats {
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max_hp: 16,
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hp: 16,
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defense: 1,
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power: 4,
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})
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.build();
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}
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gs.ecs.insert(map);
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rltk::main_loop(context, gs)
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}
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